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Description

GameMaker Language, commonly known as GML, serves as the proprietary scripting language for GameMaker. Designed to empower users to develop their games in a straightforward and adaptable manner, it boasts capabilities comparable to those found in leading programming languages. Additionally, this language forms the foundation for GML Visual, allowing for integration if necessary. Each event within the editor is organized into its own tab, enabling users to add, modify, or delete code at any point (for further insights on events, refer to Object Events). The code must adhere to a fundamental structure and can encompass various elements, including resource indices, variables, functions, expressions, and keywords, which are detailed in the subsequent sections. For those new to programming or transitioning from GML Visual, it is advisable to begin with the basic code structure page and subsequently explore the other pages in this section, practicing the provided code within GameMaker itself. By following this approach, users can gain a solid foundation in GML and enhance their game development skills effectively.

Description

In Haskell, every expression possesses a type that is established during the compilation process. The types involved in function applications must align correctly; otherwise, the compiler will reject the program. This strict type system not only serves as a guarantee of correctness but also functions as a language for articulating the construction of programs. Each function in Haskell adheres to the principles of mathematical functions, meaning they are "pure" in nature. Even when dealing with side-effecting IO operations, they merely outline actions to be taken, generated by pure functions. Haskell does not utilize statements or instructions; instead, it relies solely on expressions that cannot alter variables, whether local or global, nor can they manipulate states such as time or randomness. While it is not necessary to specify every type in a Haskell program, the types can be inferred through a process of bidirectional unification. Still, programmers have the option to explicitly define types as needed or request the compiler to generate them for reference, thereby enriching documentation and enhancing clarity. This flexibility allows Haskell developers to strike a balance between type safety and ease of use.

API Access

Has API No 

API Access

Has API No 

Screenshots View All

Screenshots View All

Integrations

Amp No 
AskCodi No 
CodePal No 
CodeRunner No 
Codecov No 
Dash No 
Denigma No 
Echidna No 
Geany No 
Helix Editor No 
IP2Location No 
Overleaf No 
Replit Agent No 
RunCode No 
Snipplr No 
Sonatype Nexus Repository No 
Spacemacs No 
TextMate No 
Typora No 
Zed No 

Integrations

Amp Yes 
AskCodi Yes 
CodePal Yes 
CodeRunner Yes 
Codecov Yes 
Dash Yes 
Denigma Yes 
Echidna Yes 
Geany Yes 
Helix Editor Yes 
IP2Location Yes 
Overleaf Yes 
Replit Agent Yes 
RunCode Yes 
Snipplr Yes 
Sonatype Nexus Repository Yes 
Spacemacs Yes 
TextMate Yes 
Typora Yes 
Zed Yes 

Pricing Details

Free
Free Trial No 
Free Version Yes 

Pricing Details

Free
Free Trial No 
Free Version Yes 

Deployment

Web-Based No 
On-Premises No 
iPhone App No 
iPad App No 
Android App No 
Windows Yes 
Mac Yes 
Linux Yes 
Chromebook No 

Deployment

Web-Based No 
On-Premises No 
iPhone App No 
iPad App No 
Android App No 
Windows Yes 
Mac Yes 
Linux Yes 
Chromebook No 

Customer Support

Business Hours No 
Live Rep (24/7) No 
Online Support Yes 

Customer Support

Business Hours No 
Live Rep (24/7) No 
Online Support Yes 

Types of Training

Training Docs Yes 
Webinars No 
Live Training (Online) No 
In Person No 

Types of Training

Training Docs Yes 
Webinars No 
Live Training (Online) No 
In Person No 

Vendor Details

Company Name

YoYo Games

Country

United States

Website

manual.yoyogames.com/GameMaker_Language/GameMaker_Language_Index.htm

Vendor Details

Company Name

Haskell

Website

www.haskell.org

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Product Features

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